From a90d27e1e23fa1c369c05a4d9c6083aa86ef7f52 Mon Sep 17 00:00:00 2001 From: Loïc Blot Date: Wed, 4 Apr 2018 00:43:08 +0200 Subject: Optimize a little bit isBlockInSight, adjustDist & collisions (#7193) * Use constexpr + unroll some calculations to cache definitively some calculations * Unroll some calls in collision code & use a constref instead of a copy in one occurence --- src/collision.cpp | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) (limited to 'src/collision.cpp') diff --git a/src/collision.cpp b/src/collision.cpp index e966ad19d..99874dbfd 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -322,9 +322,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, } std::vector nodeboxes; n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors); + + // Calculate float position only once + v3f posf = intToFloat(p, BS); for (auto box : nodeboxes) { - box.MinEdge += intToFloat(p, BS); - box.MaxEdge += intToFloat(p, BS); + box.MinEdge += posf; + box.MaxEdge += posf; cinfo.emplace_back(false, false, n_bouncy_value, p, box); } } else { @@ -437,7 +440,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, Go through every nodebox, find nearest collision */ for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) { - NearbyCollisionInfo box_info = cinfo[boxindex]; + const NearbyCollisionInfo &box_info = cinfo[boxindex]; // Ignore if already stepped up this nodebox. if (box_info.is_step_up) continue; -- cgit v1.2.3